Simon McGregor on Mon, 26 Jul 2010 10:11:41 -0700 (MST) |
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Re: [game-lang] a survey of previous work |
I'd like to make another proposal. Let's see if we can all agree that our language ought to have access (either as primitives or more likely as a standard library) to game-level concepts like board spaces, movable pieces, decks of cards, and so on. If so, we probably want slightly abstracted versions of these with an inheritance hierarchy (e.g. a deck of cards is a specific example of a randomly permutable list: one in which the items have two sides and various other properties), but these aren't crucial details. These concepts simultaneously do three things: 1) they decompose the state-structure of the game into the states of separate components 2) they abstract common types of state change (e.g. dealing a card on a place, moving a piece from one space to another) 3) they provide sufficient information for a game interface to be constructed [ N.B. I am not requesting 3); I am asserting that it is a logical consequence of these game-level concepts. You can ignore 3) if you don't agree with it :-) ] If we agree that we want these concepts, we can move on to discussing which ones we'll need and how they will work in the language. My preference would be to have a game component description which is conceptually distinct from both the rules and the presentation (because it is a common factor to both). Other things being equal, I'd also prefer to use the same language syntax for all three. Simon _______________________________________________ game-lang mailing list game-lang@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/game-lang